14
38 (7d8 + 7)
40 ft., climb 20 ft.
s Acrobatics +6, Insight +4, Perception +4, Performance +7, Persuasion +7, Stealth +6
Common
4
Mesmerella has advantage on the attack rolls of opportunity attacks.
On each of her turns, Mesmerella can use a bonus action to take the Dash, Disengage, or Hide action.
Mesmerella has advantage on saving throws against being charmed, and magic can't put her to sleep.
Mesmerella has advantage on saving throws against spells and other magical effects.
Her small poisonous red snake is always nearby.
Mesmerella makes two melee attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage.
While she dances any creatures within 60 ft. of Mesmerella must make a DC 15 Wisdom saving throw or become charmed for 1 minute. If a charmed creature takes any damage, the effect ends. The targets can repeat the saving throw at the end of each of their turns. If a target succeeds on their saving throw, they are immune to the effects of Mesmerella's dance for the next 24 hours.